Uploaded May 2024 | Updated September 2026, 2 weeks ago
I ran into an issue during practice, in that I ended up getting thrown off the ledge even though the HOLP should have been theoretically in the right spot. As it turns out, the setup I had before had an error in testing that it worked, being that when I had tested it, I had hacked Mario to be holding a clone of chuckya with hat in hand to send it up to the HOLP. What I hadn't considered would be the effect that has on the anchor, or more specifically the lack of an effect on the anchor that would otherwise be there if I had grabbed chuckya. So I went back and did it the correct way, and found out that there was roughly a 25% chance of getting thrown off the edge. **This was the case for my 70abc in 2xA run I did before.** Needless to say, I was very lucky.
This new setup addresses that issue, and also makes it marginally easier to set up overall, since there are no more 1f pause buffers for it in CCM. Additionally, I also found a setup for the BCA light grab of chuckya, so I go over that as well.
I ran into an issue during practice, in that I ended up getting thrown off the ledge even though the HOLP should have been theoretically in the right spot. As it turns out, the setup I had before had an error in testing that it worked, being that when I had tested it, I had hacked Mario to be holding a clone of chuckya with hat in hand to send it up to the HOLP. What I hadn't considered would be the effect that has on the anchor, or more specifically the lack of an effect on the anchor that would otherwise be there if I had grabbed chuckya. So I went back and did it the correct way, and found out that there was roughly a 25% chance of getting thrown off the edge. **This was the case for my 70abc in 2xA run I did before.** Needless to say, I was very lucky.
This new setup addresses that issue, and also makes it marginally easier to set up overall, since there are no more 1f pause buffers for it in CCM. Additionally, I also found a setup for the BCA light grab of chuckya, so I go over that as well.

![SSL: 100 coins on Wii VC [RTA]
The nice thing about Wii VC is that the platforms in BitFS rise due to a missing CPU function to convert a double to a float by rounding to the nearest float. The unfortunate part is that for floor normals, it uses a double calculation before converting it back to a float, which means some floor normals have a rounding error when compared to console. This means the previous setup used for 100c can no longer be used, as the cork box comes up about 0.9 units short of breaking on oob, so a new setup needs to be created to accommodate the different system. This is that new setup, with proof that it works via execution of the strat. SSL: 100 coins on Wii VC [RTA]](https://i.ytimg.com/vi/b0NkUlTaD7o/mqdefault.jpg)


![SSL: Free Flying for 8 Red Coins on Act 1 0xA 3643 +201 HOLP [RTA]
A followup to my previous video where I used the extra tornadoes to grab one of the midair reds and also twirl to the star. As previously stated, I already had a plan for cloning the star, but the question still remained for that last aerial red. While you can indeed twirl in midair with the help of a fly guy and a crazy box, that requires fly guy manipulation that I simply could not get to work. Instead, I resorted to HOLP strats. Which is convenient that theres a wing cap in the stage, to allow for hat in hand.
First, I lure the bobomb over to the covered area where I can grab it fake. Technically I can do this anywhere theres a slope, but this is especially appealing to me because walking around on this doesnt kick up sand, which can mess with the object slots. Instead, I get the bobomb fake at VS9 and then kick up two pieces of sand quickly, which gets me down to VS3. Then unfortunately I do have to unload the bobomb to get me to VS4 but luckily the pokey spawns 5 pieces that you can bounce on, so thats how I can clone that without seeing what Im holding.
Then, I set the HOLP as far back on the pillar as I can and do that process again. Now that Ive got two pokey body pieces in midair, all I need to do is a very precise dive recover, strain left to hit the one from the HOLP, and strain right to hit the coin. Theres probably a better level to set the HOLP in, but I wanted this accessible with levels before BitFS.
As for cloning the star, I simply grab the bobomb fake and walk around in the sand until I get pokeys head in my hands. Then I unload him which gives me VS5. I then reload and unload him again which gives me VS1, collect the red, and clone the star. Hindsight is 20/20, I could have just grabbed the bobomb fake and done a predetermined manipulation to get VS4 (I believe its 3 pieces of sand followed by 2 pieces of sand, cant remember), then unload the bobomb spawner on my way to loading the pokey, giving me VS5 and then VS1, which I would then verify by unloading and reloading to ensure I got his head in my hands, but I digress. This is what I did, so it had several minutes of just running in circles in the sand until I got the tell that i needed. SSL: Free Flying for 8 Red Coins on Act 1 0xA 3643 +201 HOLP [RTA]](https://i.ytimg.com/vi/bR6XjhltVi8/mqdefault.jpg)
![WDW: Go to Town for Red Coins 0xA 35235 [TAS]
Major thanks to @pannenkoek2012 for tasing up to the thrown cork box clone.
This isnt a major strat change, but rather an optimization from the previous record done by pannen, which can be found here: https://youtu.be/25G6qXpXwHw
Im not gonna go into a whole lot of detail on this one, its just tighter swimming and manipulating both skeeters at the same time instead of one then the other. Theres still a little bit of time to save with a better sliding speed angle to be able to do a rollout to break the first box, and a better first skeeter position to be able to immediately bounce into the star. Potentially. I still need to workshop that a bit. But either way, a decent improvement to use as a baseline for the eventual 120abc tas. WDW: Go to Town for Red Coins 0xA 35235 [TAS]](https://i.ytimg.com/vi/bn-4NGm01-U/mqdefault.jpg)
![BitS: 1xA setups (HOLP, Axle walk, CWT, Pipe) [RTA]
Axle walk and pipe setups found by @pannenkoek2012 after making and running a brute forcer to look for setups compatible with RTA inputs.
HOLP and CWT setups found by me.
Pipe normalization setup found by @Blobfish_Times with the punch for verification added in by me.
To see a proper execution of these setups all in one single run, check out this video here: https://youtu.be/30OZ7VTN4xo BitS: 1xA setups (HOLP, Axle walk, CWT, Pipe) [RTA]](https://i.ytimg.com/vi/c-GUfmgPQUw/mqdefault.jpg)
![WDW: Go to Town for Red Coins 0xA 4:31:24 [RTA]
Same deal as Quick Race through Downtown, except I ended up being slightly less efficient on the water lowering so it took a little bit longer. Counting to 3 seconds for 4 hours is hard. WDW: Go to Town for Red Coins 0xA 4:31:24 [RTA]](https://i.ytimg.com/vi/cBQBCijtn9Y/mqdefault.jpg)
![BitS: No Reds 0xA in 41:08.97 [RTA]
The objective was for red coins, but as you can see at the end I got grabbed by the chuckya because Im dumb lmao. Timing for a clear without reds ends at the pipe, though, so this counts. The intent with entering the pipe and exiting was to reset the goomba I killed to get up here in the first place, making it safer on the way back up, but it didnt matter because I didnt get all the reds.
The 0xA full game run *will* happen. BitS: No Reds 0xA in 41:08.97 [RTA]](https://i.ytimg.com/vi/cLaxOTaqj24/mqdefault.jpg)

